Small Humanoid (Gnome)
Armor Class 15
Hit Points 38 (5d8)
Speed
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
13 (+1)
WIS
19 (+4)
CHA
13 (+1)
Senses Darkvision 60ft, Passive Perception 16
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Arcane Knowledge. Ardell has advantage against spell saving throws, and knows how to read the ancient language in the Cave of Lights

Spellcasting. Ardell Hoyt is a 3-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 14, +6 to hit with spell attacks) Ardell Hoyt has following Cleric spells prepared:

Cantrips (at will): spare the dying

1st level (6 slots): cure wounds

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Friendly but sometimes forgetful gnomish scholar. He's been preparing fir this expedition his entire life, and he couldn't be more excited to see it finally happening.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Commander_Borus

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